Augmented reality for a-frame.
Here are the attributes for this entity
|type||type of marker - ['pattern', 'barcode', 'unknown' ]||artoolkitmarker.type|
|size||size of the marker in meter||artoolkitmarker.size|
|url||url of the pattern - IIF type='pattern'||artoolkitmarker.patternUrl|
|value||value of the barcode - IIF type='barcode'||artoolkitmarker.barcodeValue|
|preset||parameters preset - ['hiro', 'kanji']||artoolkitmarker.preset|
|emitevents||emits 'markerFound' and 'markerLost' events - ['true', 'false']||-|
|smooth||turn on/off camera smoothing - ['true', 'false'] - default: false||-|
|smoothCount||number of matrices to smooth tracking over, more = smoother but slower follow - default: 5||-|
|smoothTolerance||distance tolerance for smoothing, if smoothThreshold # of matrices are under tolerance, tracking will stay still - default: 0.01||-|
|smoothThreshold||threshold for smoothing, will keep still unless enough matrices are over tolerance - default: 2||-|
Usually the model used in augmented reality is about changing the modelViewMatrix based on the marker position. the camera being static in 0,0,0 looking toward negative z.
We define as well a model where we move the camera, instead of the object. It changes the camera transform matrix.
This cameraTransform mode seems more instinctive than the modelView mode. cameraTransform would fit well a room-scale setup, with multiple markers connected to each other. modelView is able to provide multiple independent markers.
<!-- add artoolkit into your scene --> <a-scene artoolkit> <!-- define your scene as usual --> <a-box></a-box> <!-- define a camera inside the <a-marker-camera> --> <a-marker-camera preset='hiro'><a-marker-camera> </a-scene>
Required: yes Max allowed per scene: 1
This component enables the Location AR. It has to be added to the
It makes possible to handle both position and rotation of the camera and it's used to determine where the user is pointing their device.
<a-camera gps-camera rotation-reader></a-camera>
In addition to that, as you can see on the example above, we also have to add
rotation-reader to handle rotation events. See here for more details.
|alert||Whether to show a message when GPS signal is under the
|positionMinAccuracy||Minimum accuracy allowed for position signal||100|
|minDistance||If set, places with a distance from the user lower than this value, are not showed. Only a positive value is allowed. Value is in meters.||0 (disabled)|
Required: yes Max allowed per scene: no limit
This component makes each entity GPS-trackable. This assigns a specific world position to an entity, so that the user can see it when their device is pointing to its position in the real world. If the user is far from the entity, it will seem smaller. If it's too far away, it won't be seen at all.
It requires latitude and longitude as a single string parameter (example with
a-box aframe primitive):
<a-box color="yellow" gps-entity-place="latitude: <your-latitude>; longitude: <your-longitude>"/>
Required: no Max allowed per scene: 1
This component should only be added in development environments, not in production environments.
It shows a debug UI with camera informations and a list of registered
gps-entity-place entities, showing also distance from the user for each one.
This replaces the
<a-scene gps-camera-debug embedded arjs='sourceType: webcam; debugUIEnabled: false;'></a-scene>
Location Based Support
Tried on Huawei P20, works like charm.
Works good also on iPhone 6.
On iOS, from 12.2, Motion sensors on Safari has be to activated from Settings. If not, GeoAR.js will prompt the user to do so. This may change with final release of iOS 13 but as September 2019 is not yet out.
We need a lot of more tests, but the first impression is: the more advanced the phone (so newer) the better. This because of better quality sensors.